This is the Verification and Validation Results (V&V Results or VVR) for Epicurity’s Tower Defense game. This document will outline the verification and validation of our Tower Defense Game in addition to test plan, procedure, and preparation and delivery of the final product as agreed upon by the customer and the project team.
TD – Tower Defense
I/O – Input and Output
Desktop TD - http://www.handdrawngames.com/DesktopTD/game.asp
Vector TD - http://www.candystand.com/play.do?id=18047
Blizzard Entertainment - http://www.blizzard.com/
The purpose of the Verification and Validation Plan is to update our descriptions of Scope, Acronyms and Abbreviations, References, Reviews, Walkthroughs, and Audits. It also describes the test plans, procedures, and requirements tracking we will use in our project. Finally, it describes the preparation and delivery of a final product, once testing is complete.
We tested each component of the system separately in component testing, and jointly in system testing. As this stage of our project is a Beta, any errors found were identified and resolved in the day-to-day development of the project. Our Beta is ready to be release to beta testers, so looking forward, once we receive feedback from them, the real Validation and Verification process will begin.
Reviews: Similar to the agile process model, we began each team meeting with a short and simple overview of each member’s progress the previous week, along with any complications team members encountered. We also had a defect tracking meeting. Each defect tracking meeting began by reviewing the previous week’s test result web-page, with any failed tests being discussed by testers and designers responsible for the component tested.
Walkthroughs: Our walkthroughs were a relatively informal review technique in which a developer leads the other team members through an assigned section of code, and the review team will identify possible problems and improvements.
Inspections/Audit: Our team did not need to use any inspections or audits.
·
Game-Play
Window – The game-play window testing was done using ActionScript
3.0 in Adobe Flash, and Matt and Casey each shared an equal ownership of this
testing. The testing was done in two
components, pre- and post-integration with the game-play logic component. Because our development was a
test-as-you-develop process, the testing process was interwoven in the
development. As such, trying to
determine a quantitative bound on time is problematic. Now that we are in Beta testing, however, we
will begin to devote time and man-power to testing exclusively.
·
Menus - The game-play window testing was done using ActionScript 3.0 in Adobe Flash, and Matt was the primary
tester for this component. This
component testing was done first, as it depended on no other components, and
took the least time.
·
Game-Play
Logic - The game-play window testing was done using ActionScript
3.0 in Adobe Flash, and Mark and Tyler equally shared ownership of the
game-logic testing. The game-logic
testing was also done in pre- and post-integration pieces. And just like the game-play window, the
testing and development was done simultaneously, and thus problematic to
quantify.
When designing our test cases, we treated each test case as a goal. Things like “User is able to choose game mode” is one test case. These were effective both for testing and developing, which fit our pre-beta development process. As the Online TD became more evolved, many test cases were added like “User is able to upgrade tower.” These test cases will form the foundation of our regressing testing, and will continue to be verified going forward. As we receive feedback from beta testers, new test cases will be created to address any issues they come up with.
· Breaking a large project into components, and working on those initially was also quite helpful for us, and worked well.
· Most of our significant development and testing was done post-integration. Keeping the components separate was definitely a good idea, but it can only take you so far, and once you begin to integrate, the real work begins.
· Communication is also key to a working project, especially with cross-focus teams like this one. Interaction with management and business can also bring about requirements and expectations that were not expected or prepared for.
We feel confident that our game is of high enough quality to distribute to beta testers. We are beginning our cycle of receiving complaints and feedback from the testers, which will lead to changes and rereleases of the game.
Our current beta is not open to the public, and thus the beta testers must navigate through the main page to get to the game, it is essentially just one additional click and a password entry. When they visit our website we prompt and accept the game-play settings. Then we allow them to play the game with the settings they requested. When they are finished playing the game we allow them to enter in a name to be associated with their score.
No installation is necessary, for the closed beta we simply inform our beta testers of the URL and password.
As detailed earlier, there are no open issues in our defect tracker.
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Date |
Version |
Description |
|
March 11, 2008 |
1.0 |
VVR Document Created |